Worked on tile placement today , made it so that each Tile has a specific array of accepted types that can be placed onto it , a wall has only one which is cable holder. For example a SubTile may have the type 3(specific for the cable holder) and you may attempt to place it onto a lattice , lattice accepts type 2 so nothing will be placed.

Plus a cable and supply system has been implemented with power being transferable through the ship by cables. An example.Looks very cool.

Your third system would fall apart very quickly , the outer planet is moving faster than the inner ones , if that is the required orbit velocity at that radius then the other two will fall into the star , if it is moving too quickly it will fly off into space. Still very cool effects , would be great to see where these space projects go.

Your third system would fall apart very quickly , the outer planet is moving faster than the inner ones , if that is the required orbit velocity at that radius then the other two will fall into the star , if it is moving too quickly it will fly off into space. Still very cool effects , would be great to see where these space projects go.

I agree. And it can be proven mathematically. If you equate the gravitational force with the centripetal force:

F = G*m*M / (r^2) = m*(v^2) / r

Where G is the gravitational constant, m is the mass of the satellite, M is the mass of the sun, r is the radius of the orbit and v is the tangential velocity of the satellite.

Cancelling 'm's and 'r's.

G*M / r = v^2

Since G and M are constant, the speed is inversely proportional to the square root of the radius. The greater the radius, the smaller the velocity.

You can use v = w*r to find the angular velocity.

G*M / r = (w*r)^2

G*M / (r^3) = w^2

Hence the angular velocity is inversely proportional to the radius to the power 3 / 2.

It seems like you've gone to a lot of effort to make the star types and positions, it'd be a shame if your orbits weren't right.

I would guess if some of the objects have extremely varying mass such as a small neutron star and then two planets , issue there is you now have an object with a huge gravitational affect that would move the barycentre and most likely just end up eating the other planets.

I finished ThinMatrix's OpenGL tutorials and immediately went to convert my rouglelike game to 3d. And then everything started to fall aprat. All my code and tought i put into coming up with a way to make my game seem more 3d can now be thrown away, but without it, the whole structure doesn't make sense. Im currently considering to completley start from scratch and drop LibGDX in favor of LWJGL. It's just so overwhelming, and i want to put out some demo or next version of STS, but i keep coming up with new ideas that require me to restructure the whole code. Im sorry guys, this project wont be updated for another month i think :c But hey, when it finally does come out im sure it will look way better

EDIT: Will i be able to (in the future) change the title of my project thread?

I always thought it'd be cool to have sort of a time travel system in a virtual reality that simulated our universe exactly to a point you wanted to go to, therefore you could know anything in the galaxy by entering a 4D vector to anything in space-time and observing it.

I finally got a sub 30 second rubik's time.. 26.5 to be precise. I had nobody else to share it with so I thought I'd tell you guys! It's good day Edit: Also just fixed THE most irritating, obscure, and stupid bug I've ever encountered. A string was being sent to a method from another method which was called from JNI (in Lua), so I think that inline string I sent was getting destroyed after the Lua stuff was done and made the game not display anything whenever I rendered that string. Wow. By far the most irritating bug I've ever seen in my life.

I did a lot of stuff today and yesterday, but one of the more fun stuff was adding detection for if the driver is overriding the number of multisampling samples. Basically, I create two small multisampled textures with different sample counts. If both those textures end up having the same sample count when queried, it's an indicator that the driver is ignoring the sample count and setting one based on a user setting in the driver. Since many of my shaders loop over the number of samples, it means that if the driver sets 8 samples but the game settings only have 2, the shaders will only process the first 2 samples, ignoring the rest. With the change, the sample count is updated to the driver's reported sample count if it is determined to be overriden.

Implemented proper distance based soft shadows for Hardland. Quite happy that it also fixes light leak bugs with thin objects and cascades.

Algorithm works like this:Blocker search: First calculate average distance using fixed size grid from pixel to blockers.Calculate kernel size from average distance using light source size and shadow camera parameters.Calculate occlusion using kernel size and spiral pattern. 32 samples using hardware pcf so total of 128 shadow comparision.

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